Stalemate
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Re: Stalemate
Or let the fires burn through closed doors. Think of it as incentive to upgrade your doors.
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Re: Stalemate
I kinda like the idea of that. another reason to have upgradable doors and more of a use for venting compartments to space.chanman wrote:Or let the fires burn through closed doors. Think of it as incentive to upgrade your doors.
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- Site Admin
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Re: Stalemate
Yup, currently non-blastdoors will not prevent fire from spreading, only slow it.chanman wrote:Or let the fires burn through closed doors. Think of it as incentive to upgrade your doors.
If you're having hull problems, I feel bad for you son. I've got 99 problems but a breach ain't one.
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Re: Stalemate
The real lesson here is to always bring enough gun 

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Re: Stalemate
Hmm.. It would love to see a boss run away cuz he got bored. Haha.Justin wrote:Although we never have had a true stalemate in the normal events it's totally possible. Our solution that will be in the game at some point is simply "the enemy ship gets bored and jumps away". :/
I don't really like the idea of stalemates causing a retreat in all cases because it could make forcing a stalemate a desirable choice at times.
Personally I would prefer it if you added a few events similar to the ones that happen when you enter a new area.
This would add to the randomness of the game. A few examples could include.
- a comet enters the zone and hits 1 room on 1 ship at random. This could destroy one ship or give the other an advantage which could break the stalemate. (if it fails to break the stalemate a new random event will occur)
- enemy ship flees
- a space anomaly enters the area causing some kind of dampening field, which removes 1 max power from both ships every x seconds. Both ships are forced to juggle their energy as it depletes and either one ship gains an advantage from the opponents systems slowly going down or both ships end up with no power and die of lack of life support. The anomaly dissipates shortly after one ship dies. This could be very interesting.
With a random event system like this there is the potential for stalemates to result in a net gain (rarely), break even (sometimes), or result in crippling damage/losses. This seems to fit with the pacing and style of the rest of the game a lot more than a break even retreat scenario.
Note: I am not in the beta and base most of my perception of the game come from a massive number of YouTube playthroughs and reading of patch notes/changes.
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Re: Stalemate
we will have to report any stalemates and what happens when we play the beta. Thats what its all about right, finding bugs and things that need to be added or removed for the good of the game
Only fools go, where angels fear to tread
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Re: Stalemate
Maybe instead of trying to make the situation "fixed" by adding events or making the enemy auto-flee we try something else.
This provoked an idea to add a few diplomatic options to the game. You should be given a number of simple options like calling a truce, bribing them, or asking for their surrender. It will tend to hold more true to your character if you try to talk rather than simply blasting them away.
Say you encounter a weak pirate, and you request that they surrender and retreat because you are much too big a threat to them. Basically you can intimidate them into running away.
This provoked an idea to add a few diplomatic options to the game. You should be given a number of simple options like calling a truce, bribing them, or asking for their surrender. It will tend to hold more true to your character if you try to talk rather than simply blasting them away.
Say you encounter a weak pirate, and you request that they surrender and retreat because you are much too big a threat to them. Basically you can intimidate them into running away.